Legendary Resistance (3/Day). If the Shade fails a saving throw, it can choose to succeed instead.
Posession. The Shade retains its ability scores, immunities and resistances, and has access to the possessed creature's knowledge and abilities, and is able to use its own abilities.
Multiattack. The Shade can make three attacks. Once using the possessed creature's abilities and twice using its spectral abilities.
Withering Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d12) necrotic damage.
Fell Necromancy (one use per turn). The Shade targets one creature he can see within 60 feet of itself. The target must make a DC 16 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much damage on a successful one. In addition, the shade regains 9 (2d8) hit points.
Spellcasting. The Shade may cast one of the following spells in addition to the spells known by Honeybee, using Intelligence as the spellcasting ability (spell save DC 16):
At will: Dancing Lights, Mage Hand, Prestidigitation
2/day each: Bestow Curse, Dispel Magic
1/day: Slow
Ethereal Step (Recharge 4–6). The shade teleports up to 30 feet to an unoccupied space he can see.
Description
The Chasm Shade is an undead creature bound to Mab. Dwelling in the darkness of the Chasm plane, it waits for a soul to become lost. If it sees an opportunity, it will slip out of the cracks of the Chasm plane to possess the original body of the lost soul, which is devoured in the process.
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Posted Jan 11, 2025Please note - the CR is basically a guess as it is able to use the abilities of the possessed creature. If you choose to use this in your own campaigns... just be careful!